At the heart of this project was an experiment I was trying out with the source code. The game is structured so that all of the actors on screen (and their properties) are stored in just 1 single-dimension array.. sort of emulating a heap. I did this to see if it would compress any better (since there would be just 1 variable). Now that I've tried this out, I wouldn't really recommend it, due to these drawbacks:

The math needed to access the correct index for just 1 property can become a long formula

Java runs a bounds check every time a property is accessed/changed

It's hard to manage the current actor set, and even harder to add more actors later

I'm currently rewriting the code to use a traditional variable setup (or at least use multidimensional arrays), hopefully that will compress better.

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